> Page fault latency wouldn't really cause huge delays at all from an application

If you're referring to what I said about log writes, this doesn't relate to page faults. Log lines simply have to be written to disk, and when the OS determines that it shouldn't (or can't) cache these writes and return immediately, it becomes a blocking operation, leading to reduced server performance. I've run extensive tests on this and discussed the situation with Valve.

> You're always going to have jitter from syscalls, and syscalls are exactly what is used to generate what 'FPS' says..

Syscall latency is generally not enough to make a server drop from 150 to 100 FPS, as in your initial example. If it does, there's a serious OS-side performance issue.

> The point I am trying to make here is that with all the info you provided above, it's still speculation.

By asking that the FPS number be removed from "stats" output, you seem to be indicating that it is not a valid measure of performance. I don't believe that is the case.

> Network frames are driven by the timers off of nanosleep, and gettimeofday is used to step time inside of the engine.

You are correct. strace also indicates this.

> I know this because the engine is based off of quake 3

Half-Life predates the release of quake3. From what Valve has previously said, the original GoldSrc engine was based off an improved quake and quake2 engine. Source and Orangebox have a significant amount of changes from GoldSrc.

But, what I said applies to all of these.

> I am not sure I agree with your statement that FPS is used to measure serverside performance, I thought it was people's latency to the server (lower latency means less error prediction)

When I say "purely server-side performance", I am referring to the performance of the server itself. CPU and memory usage are also metrics used to measure server-side performance, but are external to the game and less informative.

Network latency is important as well, but it's not server-side, and a problem with network latency has different causes and solutions; for instance, with low server FPS, we might consider upgrading the server hardware, whereas with a high network latency, we might look at the client's forwarding path.

-John

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